Arcade Mode

What I'm proposing is a radical change from the current DBD experience. All I ask is that you read through the entire post before having a knee jerk reaction to any one part. This is not meant to be a replacement for ranked. Rather a different experience focused on the chase aspect.


The Chase

To help decrease down time on the killer's part looking for survivors, killers in this game mode can see the aura of survivors further than 45 meters away.

Survivors have the reverse of this and can see other survivor's auras within 45 meters of themselves. Survivors in a chase will have many handicaps as explained later. This will help survivors coordinate better to help compensate.

Survivors will not be able to use the same window or pallet more than once in a chase.

Survivors gain a 2 second burst of speed when fast vaulting a window.

Survivors that are injured in a chase have the "windows of opportunity" perk effect until the chase ends.

Survivors can heal themselves to full health from the dying state. (think infinite unbreakable perk plus healing to full health) Slugging will not be a thing in this game mode.

Pallets function very differently in this mode. Pallets break automatically when stunning the killer. The pallet stun time is 3 seconds. Killers breaking pallets by kicking will break in 1.5 seconds. Pallets respawn after 30 seconds. Killer perks that effect pallet break speed or stun duration are banned in this game mode.

Bloodlust for the killer will not end until the survivor is put in a dying state, or the killer has lost sight of the survivor for an extended time. Breaking pallets or being stunned by a pallet does not end bloodlust. Bloodlust tier 1 activates after 30 seconds in a chase. Bloodlust tier 2 activates after 45 seconds and bloodlust tier 3 activates after 60 seconds. Each tier of bloodlust increases window vault speed by 10% and decreases pallet stun time by .25 seconds in addition to the current move speed bonuses. At tier 2 the killer will see the chased survivors aura for 1 second with 5 second intervals. At tier 3 the killer will be able to see the survivors aura until the chase ends.

Essentially, if the killer chases the same survivor long enough, the killer will catch the survivor since the windows and pallets will be unusable and bloodlust bonuses are so strong.


Survivor 3 Life System

Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. If the survivor is hooked in the basement, they will be in the ghost world an additional 30 seconds. While the survivor is in the ghost world they can not interact with any objects other than vaulting windows or other objects. The world appears black and white and the survivor can not see or touch the other players besides other survivors also in the ghost world. The survivor will not be able to see generators, totems, or chests either.

The survivor will also earn bloodpoints for collecting orbs in the ghost world. Small orbs will be worth 25 bloodpoints and rare large orbs will be worth 100. The orbs regenerate over time and survivors will be able to earn roughly the equivalent amount of bloodpoints in the ghost world as if they were working on a generator solo during that time. The ghost world bloodpoints will go into a general pool. The general pool is applied to any category that doesn't reach 8,000 points, but will never raise the survivor past 32,000 total earned.

After the timer is up the survivor will appear on a spectral hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 1-2 seconds longer than the current system. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins.


Generators

Once a generator is at 50% repair status, survivors will not be able to progress further without finding and installing a part for the generator. When a survivor reaches half repair state they will see an icon on the generator showing the color and shape of a part at which point the part will spawn into the world at least 32 meters away from the generator. If a survivor is within 16 meters of a part, they will be able to see the aura of the part. The aura will be color coded to a specific generator. Once the survivor has picked up a part, they will be able to see the aura of the generator that it goes to.

Multiple survivors can pick up the same part, but once the first survivor installs the part it will be removed from all survivors inventories and survivors that had the part will no longer be able to see the aura of the generator. When a survivor with a part returns to the generator, they will receive a 1000 bloodpoint bonus for installing the part. If the generator is no longer at 50% repair status due to the killer kicking the generator while the survivor was looking for the part when they install the part it will repair the generator progress up to 25%, but will not raise the repair state past 50%.

When killers kick a gen, there is 5% immediate damage to the generator. 

If one or more survivor(s) are dead (not just in the ghost world, but permanently dead) or DC then any generator that hasn't already reached the "part missing" stage will not be missing parts. The killer will also lose the 5% immediate kick damage to generators.


General Changes

Offerings are restricted. Only offerings that affect bloodpoint gains can be used.

Some perks are banned. Either because they would be overpowered in this mode or because it is redundant.

  1. Endurance. OP with pallet system
  2. Spirit Fury. Redundant with pallet system.
  3. Fire Up. OP with chase system.
  4. Brutal Strength. OP with pallet system.
  5. Bond. Redundant with aura system
  6. Kindred. Pointless with spectral hook system and aura system
  7. Empathy. Redundant with aura system
  8. Windows of Opportunity. Redundant with chase system
  9. Slippery Meat. Pointless with 3 life system.
  10. Unbreakable. Redundant.
  11. No Mither. Redundant.
  12. Break Down. Survivors are rescued from spectral hooks can not be seen or interacted with by the killer. Breaking those hooks is pointless.
  13. Distortion. The tokens would be lost very quickly from the innate aura reading of killers.

Bear in mind that anything in this system could be changed if there was a problem discovered during play testing. It's the concept that I'm trying to promote. Any suggestions are welcome. Thanks for reading.


TLDR: I propose an alternate game mode that resolves most the major issues players have with the game while being focused on the more exciting aspects of the game. This would be a very different experience than standard DBD. Killers can see survivor auras further than 45 meters and the bloodlust system would be revamped to make killers much stronger in extended chases. Survivors can see other survivor auras within 45 meters, have the "windows of opportunity" perk effect active while injured and in a chase, have 3 lives, when hooked survivors go to ghost world where they can continue accumulating bloodpoints, and have a secondary objective while working generators. There are lots more details, read above.

Comments

  • Pros for Survivors

    No Camping

    No Tunneling

    No Slugging

    No Mori's

    Consistent Bloodpoint Gain

    Fun Challenging Chases

    More Coordination From Survivors


    Pros for Killer

    No Gen Rushing

    No Wasted Time Scouting For Survivors

    No Looping Around Same Object For Long Periods

    High Power In Extended Chases

  • TLDR: I propose an alternate game mode that resolves most the major issues players have with the game while being focused on the more exciting aspects of the game. This would be a very different experience than standard DBD. Killers can see survivor auras further than 45 meters and the bloodlust system would be revamped to make killers much stronger in extended chases. Survivors can see other survivor auras within 45 meters, have the "windows of opportunity" perk effect active while injured and in a chase, have 3 lives, when hooked survivors go to ghost world where they can continue accumulating bloodpoints, and have a secondary objective while working generators. There are lots more details, read above.